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Interstellar Marines
July 4, 2013 - ZPS.Bozar

We will be holding two live-stream launch events this Saturday evening to celebrate Interstellar Marines going live on Steam Early Access this week. Come join us, hang out with friends, shoot Bozar and perhaps even win some goodies.

The times for the two events are:

First event European prime time:
9pm CET (8pm UK time, 3pm EST) live on http://www.twitch.tv/zeropointsoftware

Second event US prime time:
9pm EST (2am UK time, 3am CET) live on http://www.twitch.tv/zeropointsoftware

Bozar will be streaming for at least 2 hours during each event, longer if we can keep the coffee flowing, and will be joined by several people in the stream as well as answering questions from the channel chat. We’re also hoping Kim will be able to take part in the first event, so if you’ve ever wanted to ask a dev a question, now is your chance!

We look forward to seeing you there.

For The Love Of The Game.

July 3, 2013 - ZPS.Bozar



From everyone here at ZPS we want to say a huge thank you to all of you who supported and voted for us on Steam Greenlight. We are incredibly proud and excited to announce that Interstellar Marines is now live on Steam’s Early Access section and things are looking incredible :)

We have servers up in Europe, East/West US and Australia and a growing, active community enjoying the game right now.

Interstellar Marines will be updated frequently until we’ve completed the whole game and the storyline behind it which we’re looking forward to sharing with you. It’s been one helluva ride so far, and we’re only getting started!

You can check out Interstellar Marines on Steam by visiting:

http://store.steampowered.com/app/236370

For The Love Of The Game!

April 9, 2013 - ZPS.Bozar

Deadlock version 0.4.11 is online and available to all Spearheads, Frontliners and Vanguards. This version continues our commitment to Open Door Development which provides access to Deadlock, while it's being developed. Remember that you can get access to Deadlock and help speed-up the development of Interstellar Marines by upgrading to Spearhead, Frontliner or Vanguard in our store:
http://www.interstellarmarines.com/store/

Click here to access Deadlock 0.4.11[www.interstellarmarines.com]



Mission summary
In light of last weekend's successful community event we decided to make a small update that addressed some of all the feedback we received.
The main highlight is the ability to switch teams during a short countdown on each map, just before the round begins. This makes it easier to setup the desired teams before a round commences.
The teams will be remembered from map to map. We also made some improvements to the spawning on each map and fixed the collision problems with the marine on steps and objects on Arch. Other improvements include better names over head, skippable ODD warning and squashing of old weapon/ammo bugs.
As always, please give us your unfiltered feedback and suggestions in the
{LINK REMOVED - Please don't spam, and be wary of scams.}Click here to access the official forum thread

New features

- Team Deathmatch: Added team switching in a countdown period before the map begins (press [X] to switch team)

Improvements:

- TDM: Updated the team assignment on map start so the teams from previous map are remembered

- TDM: Updated the team deathmatch points on all maps

- TDM: Updated sorting of names on scoreboards so they are now ordered by kills and then names (if equal kills)

- Audio: Added a minimum time the smg firing sound will play before stopping

- Graphics: Disabled all decals until we get a proper decal system running

- ODD: Updated the ODD warning so it's now skippable by pressing any key

- UI: Updated names over teammates to use the team color and hide when 25m away (no fading)

- UI: Added icon over head on teammates

- UI: Added drop shadows on names and icons over teammates (makes them stand out a bit more on non-contrast backgrounds)

Fixes:
- Map: Added collisions to trees on Arch

- Weapon: Fixed "you can fire into negative ammo on playground"

- Weapon: Fixed "triple-clicking the fire button will trick the server into firing all your bullets"

- Marine: Fixed the marine step collision problems by temporarily reverting the marine back to the old scale

- UI: Fixed "the Chat and Names UI will fade weirdly when taking damage"

- UI: Fixed "you can see your own name over head"

- Memory: Fixed material memory leak that caused the game to expand in memory when running for long periods

- Server: Fixed various issues in the server code that caused it to take longer to deploy/start new servers

Known Issues

- The round timer gets out of synchronization when a client experience local OS "lag"

- Sometimes the shootable lights are not synchronized properly for newly connected clients

Key bindings:
- [TAB] or [P]: Settings
- [W]: Run forward
- [S]: Run backward
- [A]: Strafe left
- [D]: Strafe right
- [LMB]: Fire!
- [RMB]: Aim (hold)
- [R]: Reload
- [F]: Flashlight
- [G]: Laser
- [N]: Show names
- [K]: Suicide
- [X]: Switch team (before round begins)
- [U]: UI help
- [T]: Open chat window (press [RETURN] to exit)
- [1-6]: Image effects (on/off is visualized by small dots at the bottom center of the screen)

FOR THE LOVE OF THE GAME,
Maria, Kim, Mikael & Carsten

April 9, 2013 - ZPS.Bozar

Deadlock version 0.4.10 is online and available to all Spearheads, Frontliners and Vanguards. Remember that you can get access to Deadlock and help speed-up the development of Interstellar Marines by upgrading your profile in our store: http://www.interstellarmarines.com/store/

Click here to access Deadlock 0.4.10[www.interstellarmarines.com]



Summary
Since last week’s update we’ve been working on finishing the first iteration of a basic team deathmatch game mode that aims to add a bit more purpose to the (still) crude gameplay. This has helped us flesh out some of the systems that we will need, for when we start developing on the more innovative game ideas that we have.

On top of that we’ve made a bunch of fixes all around, including a new playground scene sporting the OPD-3A Megalodon dropship inside Hangar A. The map is setup to simulate a power sequence ranging from normal operation to alarm and (of course) with fully destructible lighting.

We have also tweaked the size of the Marine and the 3p flashlight and laser effects, as well as a general update to the UI, intro cinematic and the different maps.

As always, please give us your unfiltered feedback and suggestions below. :)

Changelog

New Features:

- Team Deathmatch: Added a basic Team Deathmatch game mode that auto-assigns players to one of two teams (Delta or Gamma) upon connection

- Megalodon Playground: Added a new playground scene sporting the Megalodon dropship and with a dynamic power sequence and a fully destructible light setup

- Open Door Development: Added a new Open Door Development warning at game startup

Improvements:

- Marine: Increased the marine height to approximately 2 meter (was 1.8m)

- Marine: Removed the light cone from 3p flashlights

- Marine: Updated the 3p laser line to be more transparent

- Audio: Added support for global reverb zones (active when no local zones are triggered)

- Audio: Updated all maps with global reverb zones

- UI: Updated so the “press space” text is displayed automatically at end of intro cinematic

- UI: Removed watermark overlay from intro cinematic

- UI: Updated so [U], only toggles help text on/off in-game

- UI: Updated so [LMB] / [SPACE] can be used interchangeably where “press SPACE” is used

- UI: Updated “names” UI with team styling

- UI: Updated menu thumbnails

- UI: Removed obsolete “Toggle” text from all keys in UI help

- TDM: Added support for team-based spawn points

- TDM: Added auto-assignment of players to team on connection

- Graphics: Added camera surveillance overlay to intro cameras in “Dreamland”

- Engine: Updated the project to Unity 4.1

Fixes:

- Marine: Fixed marine possession bug when connecting to a server where the round had ended

Known issues:

- The Chat and Names UI will fade weirdly when taking damage

- You can see your own name over your head

- The round timer gets out of synchronization when a client experience local OS “lag”

- Sometimes the shootable lights are not synchronized properly for newly connected clients

- Triple-clicking the fire button will trick the server into firing all your bullets (thanks Leowolf)

Key bindings:
- [TAB] or [P]: Settings
- [W]: Run forward
- [S]: Run backward
- [A]: Strafe left
- [D]: Strafe right
- [LMB]: Fire!
- [RMB]: Aim (hold)
- [R]: Reload
- [F]: Flashlight
- [G]: Laser
- [N]: Show names
- [K]: Suicide
- [U]: UI help
- [T]: Open chat window (press [RETURN] to exit)
- [1-6]: Image effects (on/off is visualized by small dots at the bottom center of the screen)

FOR THE LOVE OF THE GAME,
Maria, Kim, Mikael & Carsten

November 29, 2012 - heks

Our time has run out here on Kickstarter and we can now conclude that we've been unable to reach our goal and the subsequent full-scale production of Interstellar Marines: Prologue.

We’ve learned so much from this Kickstarter experience, but the thing that stands out the most, is the huge amount of support and confidence you've all shown in us, and our ambitious game.



With all your generous pledges, helping hands, motivational comments and warm messages, please accept our loud (and digital) applaud as well as a sincere THANK YOU from the bottom of our hearts!

Now, we only hope that you’ll consider bringing your support to our community website[www.interstellarmarines.com].

A new beginning

We could spend the next half year shaping a perfect Kickstarter campaign based on our learnings, but we're convinced that this war is best won from the inside out. Therefore we’ve decided to head back into the trenches, to do what we do best: create games!



In the coming months we'll focus only on developing the features that makes Interstellar Marines both unique and interesting:

  • Highly dynamic multiplayer game modes (AI-controlled)
  • Dynamic environment simulations (Smoke, water, temperature, light etc.)
  • Tactical cooperative features (Revive, assist)
  • Improved character movement
  • Dynamic level design (Imagine Bullseye in multiplayer)
  • Stats/Achievements/Ranks (Community socializing)
  • Distinct Art Direction (Believable science fiction)
  • Much more focus on story and context
  • Clear distinction between people playing for free and paying members



Furthermore, to increase the momentum of the development we’ve decided to dial down our AAA content ambitions for the time being, and focus on getting the above features into the game as fast as possible, and then polish things progressively. We simply can't compete with the big guys (Halo, Black Ops, Far Cry etc.) on content, but we sure can and will on gameplay!

This means we will be able to make much more frequent updates and iterate – in cooperation with you – on the features that distinguishes Interstellar Marines from the rest.

We need your help

Instead of painting blue skies we need to face all our challenges together, and our biggest challenge at the moment is to secure enough funds on a month-to-month basis, to allow us to continue work on the game to the point where it sells itself.

Faced with this reality we've decided to move out of our current office and thus work from our individual homes, in an effort to cut our expenses to an absolute minimum.

You can help us reach this crucial point by joining our awesome community and pre-ordering the game[www.interstellarmarines.com], knowing that every dollar spent goes straight into the development of Interstellar Marines!



For those of you who decide to pre-order[www.interstellarmarines.com]; we've extended the bonus rewards from the Kickstarter throughout December, which means you will get the OS-1 Pistol and the Camouflage suit “backer edition” on the Vanguard tier, and the AR-03 “backer edition” assault rifle on the Frontliner or Spearhead tier. After December, these rewards will not be available to anyone else.

Last but not least, our primary investor (Gert) is on a mission to give away 10% of the shares in our company back to the community. We call this initiative “Uncle Gert's Shares for Support Medals Giveaway" and you can read more about it here[www.interstellarmarines.com].

Surrendering is NOT an option

We sincerely hope that you’ll consider bringing your support to our community website[www.interstellarmarines.com] and join us in the fight to make this game a reality – one way or the other.

Once again, thank you for your support!

FOR THE LOVE OF THE GAME,
Your team at Zero Point Software

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